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Azuarc's level guide, Act 21: Nagrand (66)


At this point we have done some of the preliminary quests from the Nesingwary Safari and from the Throne of the Elements, and just hit Telaar for the first time. Refer back to the end of Act 20 for what your quest log should look like. Here's the map, for a refresher:




Scene 1: The Ogre Problem (level 65/66)

Just east of Telaar is a large rock mound. On the south side of the mound are several Boulderfist Hunters and a named ogre, Lump. Kill the hunters until you get Boulderfist Plans and take them back to Huntress Bintook.

Return to the area and go interrogate Lump. On the way back, circle around the mountain and find the goblin Wazat by himself, and pick up his quest as well.

If you receive any Obsidian Warbeads, just hold onto them and let them pile up. Two different factions collect those, and unlike most quests, they go all the way to exalted.

Quests completed: Do My Eyes Deceive Me, Not On My Watch!, Mo'mor the Breaker


Scene 2: Reth Reth Reth (level 66)

Head northeast to Mistyreed Village. On the area of the village where you can actually find buildings, gradually clear into each of those and use your Living Fire. Clear out each of the four huts, and then travel south to the Burning Blade Ruins. 

The entrance to the ruins is in the southern end. Just after you enter, you should find a caged Broken named Corki. Promise to help him, and then set out to kill 15 of each type of ogre here. Note that there are three general areas you can find the ogres in case there are level 70s farming for reputation: there is the initial area you start, there is the area up in the hills to the north by Lantresor the Blade, and there is the cave in that upper area. Hunt through any or all of these to get the 30 kills you need, and then return to Corki and set him free on your way back to Telaar.

Quests completed: Blessings of Incineratus, The Ruins of Burning Blade, Fierce Enemies, HELP!, I Must Have Them!


Scene 3: Oh, Halaa! More Ogres! (level 66)

Leave Telaar northwest en route to the Southwind Cleft. Along the way, kill some ravenous windrocs -- not 30 of them, but a bunch to soften this quest up for later. Maybe 10.

In the Southwind Cleft is...more ogres. Kill some. Get the quest about half-complete as you fight your way through the cave. Then head north through the basin around Halaa, killing Muck Spawns, until you get to Northwind Cleft. Fight to the back of the cave and open Corki's cage, and then hang out until you finish your ogre-slaying before heading back to Telaar.

Quests complete: Corki's Gone Missing Again, The Twin Clefts of Nagrand, Muck Diving


Scene 4: The Burning Blades (level 66)

Return to the Burning Blade Ruins and head up the slopes toward Lantresor the Blade. Listen to his story, and then leave the area south toward Kil'sorrow Fortress. Kill stuff and plant flags in the bodies, and find Giselda the Crone in the main building and take her head. You should be looking for flat square boxes that contain Kil'sorrow Armaments as well, but once you get to Giselda's room, you can hang out in there and repeatedly pick up the four boxes that spawn there until you finish. 

Take your dirty deeds back to Lantresor.

Quests completed: Armaments of Deception, Ruthless Cunning, Wanted: Giselda the Crone

Reminder: don't forget to run Auchindoun. You'll want to hit each of the three wings that aren't named Shadow Labyrinth at some point. If you've only run one wing so far, go try to find a group for a second one. Sethekk Halls is the most important to do, but also the most difficult of the three.


Scene 5: The Ethereal (level 66)

For once we have a scene that has absolutely nothing to do with ogres. Ride down the road to the west, toward Aeris Landing, where you will meet the Consortium. Actually, you met a few of these guys out in Terokkar and perhaps in Mana-Tombs, but this is the first of their two home bases. Pick up the quests you can, turn in all the Elekk Tusks you've gotten up until now, and head back down the road to the east.

At the far east end of the Spirit Fields, venture in. A few key landmarks to watch out for:

-Durn. Giant monstrous one-eyed fella'. You'll know him when you see him. Stay away.

-Banthar. The boss Clefthoof of the zone. Not quite as bad mojo, but still bad.

-Tusker. Giant Elekk that stands on top of the ridge in the northeast corner of the Spirit Fields.

You'll kill all of those eventually, but for now you want to go south from Tusker's perch (which is visible on the map) to the next rock outcropping. Circle around it a little bit and eventually you should be attacked by Gava'xi. He takes a strange patrol, so sometimes he's hard to find, but hang out here and eventually he will find you.

From there, go west a little and beat up on some other ethereal so you can pick up the crystal fragments on the ground. Get 10 for Stealing From Thieves, more if you want to since it's a repeatable quest for Consortium reputation.

Meander southward, killing voidwalkers for Matters of Security, until you get to the edge of the world. Throw Gordawg's boulder at the Shattered Rumblers, and they will break into 2 or 3 little Minions of Gurok. Those guys die EXTREMELY easy, but you have to get 30 of them, which means using 13 or 14 of the big rock guys.

Regardless, once you have finished all four of those quests, ride back up to the road and into Aeris Landing. If you see the Murkblood Invaders along the path, try to kill one of them. He'll drop a quest-starting item. You do not have to kill all of them; it's just like the Winterfall Outrunners back in Winterspring. Kill one, loot and scoot. Turn in your quests at Aeris Landing and return to Telaar.

Quests completed: A Head Full of Ivory, Stealing From Thieves, Gava'xi, Matters of Security, Shattering the Veil, Murkblood Invaders (maybe)


Scene 6: Laughing at Ogre Skulls (level 66)

The next goal is in the north central part of the zone, the Laughing Skull Ruins. We have three quests to do there, but equally important, we have kills to get along the way.

Leave Telaar northwest and kill your way through the birdies until you complete your quest. Go east around Southwind Cleft and all your windrocs should become replaced by clefthoof bulls. It's time to finish the mastery quests, so kill those as well; you'll find more clefthooves closer to the ruins, though. Work all the way north, passing east of Halaa, (or through it if you want to and your faction controls it,) into the ruins. Again, if you see the Murkblood Invaders along the road, feel free to attack them.

In the ruins, there are three possible points of interest. From west to east:

-The Ring of Blood. This is a fun event, but takes a group. Save this for later.

-Zorbo's cave. Up a path in the center of the ruins, you will find Zorbo the Advisor. Kill him.

-The courtyard. Clear out the courtyard, walk up to the bonfire, and use your blanket to call in the friendly ogres.

In addition to that, every time you kill an ogre here, plant a banner in their body. When you are finished, get the remainder of your clefthoof kills and head east to Throne of the Elements where some quests need to be turned in. Finally, swim across the lake to Nesingwary's Expedition and complete the masteries.

Visit Lantresor in the Burning Blade Ruins, and then return to Telaar. At last we are finished with killing ogres...I wish.

Quests completed: The Throne of the Elements, Wanted: Zorbo the Advisor, Windroc Mastery 2, Clefthoof Mastery 2, Body of Evidence, Returning the Favor, Message to Telaar


Status Check

You have slowly carved out most of the areas of the zone, beginning with the northeast, than the southeast, the central, the southwest, and finally the north central. If the zone were a numeric keypad, only 7 and 4 would be left. And as you have approached this level, you have probably noticed an alarming trend: your quest log is filling up with group quests.

Unfortunately, that's no coincedence. And you are going to have to make a conscious decision -- do you worry about those quests, or just leave them be? They'll still be cashmoney at 70. But finding a group to finish all these tasks may or may not be easy.

As a result, I recommend that you read EACH of the scenes in the rest of the act (or at least the quests completed list) to clean up some of what was left behind. You can take these in any order. While I describe the lone soloable section first, you should definitely be thinking about looking for groups for the rest now, or accept that you will be putting them off for possibly much much later.

Altogether, your quest log should currently look like:

  • Bring Me The Egg
  • Talbuk Mastery 3
  • The Spirit Polluted
  • Clefthoof Mastery 3
  • Corki's Ransom
  • Gurok the Usurper
  • Ortor My Old Friend... (from Murkblood Invaders drop)
  • Solving the Problem
  • Stopping the Spread
  • The Ravaged Caravan
  • Wanted: Durn the Hungerer
  • Windroc Mastery 3

     

  • He Called Himself Altruis... (this is a prequest for "Buying Time")


Scene 7: Sunspring Village
(level 66-67)

Go to Aeris Landing, and jump in the lake to the north. Kill 10 Lake Surgers and Watoosun at the bottom, and then swim toward the northern shores. Be careful as you approach, as there are mobs along the lake's edge.

You are going to need to do four things in Sunspring Village. One of them is actually easiest done while you are still in the lake. You should notice some submerged Sunspring Villager bodies. Use your torch on them to burn the bodies. You can get most of your 10 before ever going onto the shore. After that point, move through the village killing all the broken there. To go after Ortor, you will need to go into the main building, and the fight can be challenging. Other than that, this area isn't bad as long as you are careful not to get overwhelmed.

There is also an escort quest in one of the side huts. It is not recommended you worry about that quest. However, one thing we can easily do along the western part of the zone is visit Altruis. You will find a small stream that crosses the road due west of Sunspring Village. Altruis is along the northern bank of it. Watch out for Bach'lor.

Quests completed: The Spirit Polluted, Murkblood Corrupters, Ortor My Old Friend.., Solving the Problem, Stopping the Spread, He Called Himself Altruis..., Survey the Land


Scene 8: Warmaul Hill (group)
(level 66-67)

As you try to put together a group for Warmaul Hill, ask them if they will be willing to kill Bach'lor and Gutripper along the way. Bach'lor is just northwest of Sunspring Village. Gutripper is far to the northwest near Warmaul Hill. You'll want to try to get these done before scene 10, but you might convince your group for the next expedition to bump off these two.

Follow the road up into Warmaul Hill, and look for crates as you go. They will be all over, so just get them as you proceed. Where the path forks, stay to the left, and you will reach an area with a cave mouth on the east and a cave-thingy shaped like a dragon's mouth to the west. Go in the normal cave and fight to the back. You will need to defeat Warmaul Chef Bufferlo to reach Corki's cave and speak with him, only to find out that you need another key to free him.

Leave the cave and enter the dragon mouth. Fight through the entire twisting passage as it winds upwards, out and back in, and ultimately to Cho'war the Pillager. This is where you really need the group, as Cho'war is no pushover. Kill Cho'war and loot his body to get the key. Climb back down and head outside. Hack your way through the cave and free Corki, but don't leave yet!

Leave the cave and look around for a path leading up on top of where Corki's cave is. You should find a ring of stones in this area. By now you should have hopefully looted seven Warmaul Skulls. Use them here to summon Gurok and kill him. He's annoying, but not as hard as Cho'war.

Ask your group members if they need to do the Ring of Blood since that is where you will head next.

Quests completed: Talbuk Mastery 3 (maybe), Windroc Mastery 3 (maybe), Corki's Ransom, Cho'war the Pillager, Gurok the Usurper, The Ravaged Caravan


Scene 9: The Ring of Blood
(level 66-67)

You want quick, easy experience? You've come to the right place. Just make sure you have a good, balanced group. You'll need a solid tank and a dedicated healer. The Ring of Blood is a series of spawned fights, each of which has good exp and rewards, and the end result is a pretty nice weapon out of six choices. (There's a good option for every class except arguably hunters.)

Take your group to the Laughing Skull Ruins and speak with Gurgthock when your group is ready. In the ring nearby, Brokentoe will spawn for you to kill. Brokentoe is a big Clefthoof with nothing remarkable about him. When he is dead, return to Gurgthock and complete the quest. **Wait for the rest of your group to complete it as well before moving on!**

After Brokentoe, you will fight the Blue Brothers, a pair of Broken. You'll need an off-tank on this one to hold down the second guy so your healer doesn't get eaten. The third fight is Rokdar the Sundered Lord, a rock lord with a knockback. Fourth is Skra'gath, a voidwalker that sometimes shifts aggro. The fifth fight is the "Warmaul Champion," who can appear as one of a few people. The champion has Mortal Strike and can really hurt. He also sometimes charges the person farthest way before returning to the tank, so don't let that be your healer.

With the champ dead, the ogre shaman Mogor will challenge you. The Mogor fight will seem fairly easy at first, with him summoning a couple totems and using an AE frost shock. After you kill him, DON'T MOVE. He will reincarnate a few seconds later and start the fight all over. He's also angry and will attack more furiously, so be ready for this.

Once you kill Mogor, you can collect your final reward.

Quests completed: The Ring of Blood: Brokentoe, The Ring of Blood: The Blue Brothers, The Ring of Blood: Rokdar the Sundered Lord, The Ring of Blood: Skra'gath, The Ring of Blood: The Warmaul Champion, The Ring of Blood: The Final Challenge


Scene 10: The Spirit Fields
(level 66-67)

You should have four more quests to take care of at this point. One of them is your last mastery quest. If you have not killed Bach'lor and Gutripper, make this a separate effort to finish the three masteries. The mastery we are concerned with for certain, though, is Banthar, the king clefthoof. He wanders a bit, but generally stays in the northeast parts of the spirit fields. Kill him (and the other two) and return to Nesingwary to get your final challenge: Tusker.

Tusker is a jumbo elephant atop a ridge that shows on the map. He is challenging, but nothing a group of 3 or so can't handle. Unfortunately, a group of 3 will not be able to handle your other major challenge here: Durn.

Durn the Hungerer is the gronn that circles Oshu'gun. You don't really want to mess with this guy, but a full balanced group such as the one you hopefully had for the Ring of Blood should be able to take him down. And that is just what you shall do.

Quests completed: Clefthoof Mastery 3, The Ultimate Bloodsport, Wanted: Durn the Hungerer


Back to where we started

And this just leaves Buying Time. You are welcome to pursue this quest line, but it's not especially fun. So at this point, we have three choices:

1) Move on to the next zone, Blade's Edge Mountains

2) Go back and clean up Terokkar Forest

3) Head back to the old world for Karazhan and Caverns of Time




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